RELEASED More Crops, Unofficial Continuation

Ah yea, that was an intentional change. It's a workaround fix for a bug I came across with planting the MoreCrops Saplings in v1.2
If left unchanged you'd have to hoe the dirt first, like a crop, to plant them. This way they act like regular saplings going directly into the dirt.
Entoarox helped me narrow down the issue to an extra whitelist hardcoded into the game for Saplings which was causing the issue. Changing their category was an easy workaround, and I figured I'd set them to "Vegetable" as that was close enough. And, will allow the saplings to still show up in stuff like the crops section of CJB Item Spawner.

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Fair enough. Not ideal, but hey, whatever makes it work properly.

On a different note, a lot of the seeds are appearing in Pierre's store out of season. I'm currently in winter of year 4, and the following modded seeds are in-store: Copper, Iron, Gold, Coal, Watermelon, Canary Melon, Money, Cucumber, Cotton, Rice, Cassava, Carrot. There may be a couple of others that appear in seasons other than winter. I have not listed those seeds that are restricted to growing in the greenhouse, as they are technically not seasonal.

On a different note, a lot of the seeds are appearing in Pierre's store out of season. I'm currently in winter of year 4, and the following modded seeds are in-store: Copper, Iron, Gold, Coal, Watermelon, Canary Melon, Money, Cucumber, Cotton, Rice, Cassava, Carrot. There may be a couple of others that appear in seasons other than winter. I have not listed those seeds that are restricted to growing in the greenhouse, as they are technically not seasonal.

Would it be possible to just delete the ore plants and stuff by myself?
Or will that destroy all the mod? ( I will try the mod with the EMCM), but am pretty sure it's going to bug me that there's going to be ore crops available ahaha

Would it be possible to just delete the ore plants and stuff by myself?
Or will that destroy all the mod? ( I will try the mod with the EMCM), but am pretty sure it's going to bug me that there's going to be ore crops available ahaha

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Sure, it's quite easily done. You can either edit the ShopExpander config file I mentioned previously. That'll remove the items from the store; and you won't see them unless you resorted to something like CJB Item Spawner to manually load the seeds/saplings into the game.

Or you can edit the XNBs directly; and remove the ones you don't want. Though you'd still want to edit the ShopExpander config so it's not trying to load non-existent items.

Just a suggestion; but if you go for editing the XNBs. Of the XNBs; only remove the Ore plants from the ObjectInformation file. And, don't change anything else in that file(as in, don't renumber the remaining crops). That'll prevent those Ore plants from being accessed in-game. But, the other crops will remain accessible, and you won't have to rewrite the mod completely.

Sure, it's quite easily done. You can either edit the ShopExpander config file I mentioned previously. That'll remove the items from the store; and you won't see them unless you resorted to something like CJB Item Spawner to manually load the seeds/saplings into the game.

Or you can edit the XNBs directly; and remove the ones you don't want. Though you'd still want to edit the ShopExpander config so it's not trying to load non-existent items.

Just a suggestion; but if you go for editing the XNBs. Of the XNBs; only remove the Ore plants from the ObjectInformation file. And, don't change anything else in that file(as in, don't renumber the remaining crops). That'll prevent those Ore plants from being accessed in-game. But, the other crops will remain accessible, and you won't have to rewrite the mod completely.

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I'm looking into disabling the meat tree from appearing, however, everything in the ShopExpander config is item number based, is there somewhere that describes what item corresponds to what id number?

I'm looking into disabling the meat tree from appearing, however, everything in the ShopExpander config is item number based, is there somewhere that describes what item corresponds to what id number?

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Those are the ObjectID numbers from the ObjectInformation.xnb file. I went ahead, and extracted the data to just show the MoreCrops Unofficial Continuation items; and just the names & numbers for a cleaner view.

Those are the ObjectID numbers from the ObjectInformation.xnb file. I went ahead, and extracted the data to just show the MoreCrops Unofficial Continuation items; and just the names & numbers for a cleaner view.

Sure, it's quite easily done. You can either edit the ShopExpander config file I mentioned previously. That'll remove the items from the store; and you won't see them unless you resorted to something like CJB Item Spawner to manually load the seeds/saplings into the game.

Or you can edit the XNBs directly; and remove the ones you don't want. Though you'd still want to edit the ShopExpander config so it's not trying to load non-existent items.

Just a suggestion; but if you go for editing the XNBs. Of the XNBs; only remove the Ore plants from the ObjectInformation file. And, don't change anything else in that file(as in, don't renumber the remaining crops). That'll prevent those Ore plants from being accessed in-game. But, the other crops will remain accessible, and you won't have to rewrite the mod completely.

Click to expand...

So I litterally just remove the lines where it says : pierre, IDitem, how many?
Awsome!!! thanks a bunch!

On a different note, a lot of the seeds are appearing in Pierre's store out of season. I'm currently in winter of year 4, and the following modded seeds are in-store: Copper, Iron, Gold, Coal, Watermelon, Canary Melon, Money, Cucumber, Cotton, Rice, Cassava, Carrot. There may be a couple of others that appear in seasons other than winter. I have not listed those seeds that are restricted to growing in the greenhouse, as they are technically not seasonal.

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Hey demonhunter352; I ended up making a slight update after finding a slightly better fix for the saplings. They're still fixed, but no longer in the Collections tab.

So I litterally just remove the lines where it says : pierre, IDitem, how many?
Awsome!!! thanks a bunch!

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No prob! ^-^

And yea, it's just deleting a few lines. More specifically; in case you run into any trouble. Find the item you want to remove; and delete everything from the curly bracket above the shop owner, to the one below the conditions for that item(along with that comma). Then re-adjust the item beneath so the curly brackets are back in the same column. Then save, and you're good to go.

@u@;; Hullo~ I was the person who sprited the things for this and I was about to pick up Stardew again and recalled this. (School ate me alive for quite awhile). I take it Killerbotto lost contact, haha, I skimmed the various pages since my absence. Is this mod still going/does it need sprite help? I'd love to make new things for it if whomever is harboring this mod is interested in it. Trees, crops, recipes, whatevers, just throwing it out there~

@u@;; Hullo~ I was the person who sprited the things for this and I was about to pick up Stardew again and recalled this. (School ate me alive for quite awhile). I take it Killerbotto lost contact, haha, I skimmed the various pages since my absence. Is this mod still going/does it need sprite help? I'd love to make new things for it if whomever is harboring this mod is interested in it. Trees, crops, recipes, whatevers, just throwing it out there~

Happy farming!

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I have wanted to add more crops and such for quite some time. My only hinderince was that I can't art to save my life. I'm not harbouring the mod though... But I have lots of ideas and time to add in code and such!!

@u@;; Hullo~ I was the person who sprited the things for this and I was about to pick up Stardew again and recalled this. (School ate me alive for quite awhile). I take it Killerbotto lost contact, haha, I skimmed the various pages since my absence. Is this mod still going/does it need sprite help? I'd love to make new things for it if whomever is harboring this mod is interested in it. Trees, crops, recipes, whatevers, just throwing it out there~

So, you're certainly free to pick it up, and add to it.
I would mention though; that I updated the mod for TenkoKuugen, and other players so it's compatible with the recent Localization update of Stardew Valley.
But, I don't intend to take it over. I just happened to have a compatibility version for players who wanted it with my Tea mod. So, the work was already done.

I have wanted to add more crops and such for quite some time. My only hinderince was that I can't art to save my life. I'm not harbouring the mod though... But I have lots of ideas and time to add in code and such!!

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You should totally give it a shot anyway! Either helping here, or in your own mod.

In terms of art skills; I felt the same way when I first started on my own mods. But, after enough practice; things started to look decent enough for public consumption. I'm no super artist, but I'm happy with how far I've come along.

I'm sure you'll have fun too once you jump in, and start working on what you want.

@MysticTempest Thank you for the most up-to-date link, too! I was fairly certain it was that one, but I wasn't wholly sure, hehe. It means I can start farming in my spare time~ I'll certainly keep spriting in general, because crops are cute and fun to make, but I don't know a lick of coding myself to keep the mod updated. :B In that case, I can always just make sprites and hold onto them until TenkoKuugen gets less busy or something. (I can totally relate to life rearing its head~).

@RTGOAT I'm fairly good for my sprites to be used anywhere, as long as it's credited somewhere. ^^ You can link to my account here or http://inujakkaru.deviantart.com/. I don't do art very often so I have no preference. I'll look into contacting you about making more sprites~ *u* Though the chances are high that anything I do for any mod is welcome to be used for others~ (at least in so far as crops and such go. :B